Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
When leaving a halt, in the storage UI, the "camp" icon doesn't update its position properly when you research storage size upgrades, and it ends up on top of the storage cells, making one of the cells hard to click.
In the early tutorial, when it tells you to settle your caravan so that your pupils can start working, the name of the button the tutorial tells you to press doesn't match the actual name on the button.
You may want to consider adding an option to exile a specific pupil from your caravan (losing them as if they had died). If you don't want to add this, then you should consider either changing your generator algorithm so that a pupil can't start with 2 negative traits OR allowing the player to see the traits before they choose to take a new pupil from a friendly caravan. Some trait combinations are so awful that having the pupil is arguably worse than not, even outside crisis situations. (I got a pupil with +50% food consumption that requires 2 camp slots to work.)